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Showing content with the highest reputation since 04/03/2020 in all areas

  1. 2 points
    I was hoping ot was an April fools joke. Ha. Can you guys make it so there is an in game notice 15 mins before the update to get things sorted in game before coming off (all other games do this)? I was raising seven babies. They are dead now for sure. Thanks a lot. Oh and if it is decided to to a warning, something bigger than a small written box at the top of the screen would.be appreciated. I just signed up for notifications about the game, I hope it will give heads for updates and such, so I don't waste hours of my time. Thank you.
  2. 2 points
    Ahoy Pathfinders, News from the Cabin First and foremost, we’d like to thank you all for your continued support of the game. We know it’s been an arduous journey and we’re very grateful to you for sticking through us through all the storms and chaos. It’s been a while since our last post and today we’d like to give you a brief update. The future of ATLAS is packed full of adventure! Our plan is to continue to update the game with many patches, varying from; massive new features, new items, bug fixes, balance changes, and quality of life improvements. Today we’ll be rolling out a new major version. This will include a new item for ship combat, some balance changes, quality of life improvements, as well as miscellaneous bug fixes and updates. LATEST Patch NOTES NEW Item: Ballista Flame bolt - Sets fire to sails - Can hit a sail with multiple bolts and add multiple fire buffs - Fire can be extinguished by Olfend (or a bucket if you can get one up there) - Fire can be extinguished by fully closing the sail - Fire buff will not stick during rain or snow - Fire bolts can also set fires on other structures, creatures, and the ground (and will damage the mast if hit there instead of the sail) Balance Changes - Decreased oil jar weight - Increased torch damage - Increased flame arrow damage Quality of Life Changes - Added Ship Heading indicator on the map when on captain's wheel - Improved skill tree search UI when using a gamepad - Skill tree: When searching for craftables, you now see ALL results, even if you have not unlocked a craftable. Double-click to go to the skill in the tree - Olfend: added water capacity numbers over droplets icon for extended HUD info, so the rider can see water quantity - Added item descriptions with helpful gameplay-relevant info (the first batch includes 80 items, more to come in future patches) Bug Fixes & Misc - Main menu exit highlight now works on mouseover - Removed marine sublevels from server cook, so players stop bashing their ships into invisible underwater rocks near the shore - Bottom rows on server grid select UI are now properly clickable - Scaled-down seagull slightly when carried (was too big) and removed takeoff particles when tossed from shoulder - Fixed bug where flame arrow flame buff would desync when shot at a moving ship and be visually "left behind" - Fixed bug where oil slick from tossed oil jar would desync when hitting a moving ship and be visually "left behind" - Olfend: fixed issue where if you break out of the drink animation by moving around, the drink "ripple" vfx stays active on its snout - Olfend: tweaked water amounts when adding to or drinking from a water barrel - Olfend: improved trace when rider sprays water, so it can hit fires above it easier (needed to fight those ballista flame bolts - Bird taming improvements, including preventing them from immediately fleeing after bola release when they should attack instead - Fixed bug where in-progress sail canvas repairs do not continue after transitioning - Fixed bug in crop plots where fertilizer amount shows 0 after save/load - Resized large crop plot mesh so it is actually larger than the small crop plot (visual update only, no changes to footprint/collision) - Tutorial UI: fixed button label text not clipping when scrolling - Changed tribe member offline duration string to better fit the UI - Ammo container HUD tooltip displays ammo types only if amount > 0 in the container - Fixed a bug where water barrel was always being placed with 3000 water - Re-added missing Tools folder to Steam PC client (LocalizationManager) - Fix: Ammo container HUD shows text "Press [LeftShift] to switch between ammo types" when looking at an ammo container on a ship after getting on/off a turret Happy Sailing, - ATLAS Crew For the latest dispatch on #playATLAS keep yer one good eye trained on this here information Natter n' chatter on Discord: https://discord.gg/playatlas Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame
  3. 1 point
    i did not spend very much getting this game or ark but i can promise you this, if you have abandoned all development on this game as it seems you have then I will never again spend a single penny on ANY GAME you produce. PERIOD. I vote with my $$$ and you just lost my vote till you have fixed 100% of the current known bugs.
  4. 1 point
    Ahoy Pathfinders, Thank you for tuning in to our Dev Livestream this week. In this pre-recorded announcement, we’ll be summarizing the new roadmap we discussed in the Livestream as well as clarifying a few things raised by the Community. First of all, for those who didn’t catch the Dev Livestream, it can be viewed here The primary purpose of this stream was to bring you up to speed on our new direction and let you know what areas of the game we’re going to address moving forward. We opted to answer many of your questions from our Livestream Q&A forum thread by working them into the conversation in the stream (rather than reading them out verbatim and answering each one) for the sake of flow and clarity. We recognize that this format didn’t translate as well as we’d hoped for, so we’ll be improving on the structure of our streams in the future. The Mega Update and Xbox Launch Let’s get straight to reiterating and clarifying details in regards to the next Mega Update/Xbox launch which is coming very soon. The Xbox launch will include: Crossplay support between PC Steam and Xbox players for ATLAS. Parity between both platforms. Xbox players won't have to wait for updates as they will happen simultaneously with PC We’ll be working on bringing day one Keyboard and Mouse support for the game, otherwise, it’ll arrive shortly thereafter. The Mega Update includes content and changes currently on the PTR, as well as some additional content we’ve discussed, and this will go live on our Official Network at the time of the Xbox Launch. We’re incredibly excited to launch crossplay; we designed the ATLAS engine for crossplay across all platforms from the outset and ATLAS will be one of the very few games with full crossplay between Steam and console. There have been many questions about whether this update will be bringing a wipe. To be frank, this is not something we’ve decided on yet. We’re currently exploring ways in which we can handle this release without wiping and there are quite a few technical considerations which may make this a possibility, but we’ll share more info with you as soon as we’re able to. Livestream Recap ATLAS’ DNA The first point we covered on stream was revealing where we think players spend most of their time in ATLAS, and where we wanted it to be at a 1.0 launch (post-Early Access). This is the conclusion we came to: Essentially, we feel like players are currently spending too much time in certain areas of the game, and not enough time in the areas we think should be the most fun, such as Sea and Combat. Players can expect to experience more fun and engaging content out on the sea, and a cut back on the time spent on land or with creatures. This doesn’t specifically mean we’ll be removing certain areas completely, but instead reworking existing systems and adding new gameplay/content for the areas we want to increase. Now you’re probably wondering, how do we plan to get from A to B? Well, here’s our roadmap: Some important factors to keep in mind: This roadmap will begin after the release of Xbox We’ll be looking primarily at making tweaks towards the Official Network and Multiplayer modes, but of course, those will still benefit our other game modes and unofficial networks. However, the main official networks are our priority Tackling bugs and major performance issues will always be an ongoing effort. This isn’t everything. We’ll be able to reveal more details as we go along, plans can change, and there are going to be more phases but for now, we want to discuss our immediate plans for developing ATLAS. Phase 1: Quality of Life Improvements, Bug Fixes, & Performance Increases Arguably our shortest phase and has already commenced in part with performance fixes and some bug fixes, with some work on the Xbox, and some you’ve experienced on the PTR. Our plan: There will be no new content with this initial phase. This is because we’re going to be spending time fixing and adjusting already existing systems in the game. This means tackling pain points that you (and we) are already aware of, ranging from quality of life changes, balance, and polish on existing parts of the game. Reducing the tedium and streamlining getting to the fun. We know that there are aspects of the game which are frustrating and the solutions we can take to fix them (such as the Silo we implemented in a previous update to help with feeding crew). We’re making some meaningful changes here that will impact the player’s experience in the game, some larger than others, but all with the same goal in mind to improve the overall game loop. Just a few of the changes and fixes (both small and big) we’re planning to make: Fixing speed sails and increasing overall wind speed effectiveness. Adjustments to blueprint stat rolls and crafting requirements. Making improvements to logs for companies. Increasing max stack sizes for certain items. Removing the negative effects of status effects, including vitamins. Giving players the option to choose which Kraken to fight. Reducing the frequency of surface attacks by sharks. Increasing the treasure map spoil time. Cargo Container adjustments. Replacing the text in the game with a universal font style. Hiding more text behind the “Extended UI” function Making ladders easier to climb. Keep in mind that some of these items are things we want to address quickly, even if we consider them to just be temporary fixes for now. The changes in this phase will provide a much better experience in the present; however, we’ll be circling back to these areas in later phases to make much more extensive changes to these systems. One example of this would be “sailing.” We’ll make some early improvements to sailing during Phase 1 (such as fixing speed sails and increasing overall wind speed) and then we’ll loop back to sailing during Phase 2 for a more thorough pass on sailing functionality. Some more examples like this include: Tames and breeding will get a general balance pass, then we’ll do a larger update on tames and creatures in Phase 4. Blueprint scaling will get some early adjustments in Phase 1, then we’ll address it some more in Phases 2 and 3. Temporary fixes for certain combat meta pain points (until they can be further ironed out in Phase 3) such as: stat scaling, torpor, NPC swivels, harpoons gliders. Phase 2: Seas, Ships, and Sailing Phase 2 is when we’ll start to reintroduce new content to the game. The general philosophy of this update will be: Ensuring that you all are spending more time having fun on ships and out at sea. Making the ocean feel less repetitive, more inviting, and more rewarding. We want ships to feel like homes! If players want to spend all their time at the sea, they should be able to play that way successfully. There are quite a few ways we’ll be doing this, but you can expect changes along these lines: Improvements to existing sailing and ship systems. Introducing more NPC encounters on the ocean (and different types too). Introducing more activities you can do on your ship. Exploring ways for players to store ships safely when going offline and taking a deeper look at overall travel times and ship functionality (such as sails/wind/cargo containers). These are just a few examples of what we’ll be tackling in Phase 2 and we expect that players will feel a welcome and marked difference in their experience out at the sea once these changes are made. Next, we’ll be covering Phases 3 and 4. Please keep in mind that a lot of the details in these phases are very early and we’re still figuring out our exact priorities, but there are a few things we’re relatively certain of and are exploring right now: Phase 3: Skills & Combat Here are some things we’re pretty confident we’ll be doing in some form: A skill tree rework. We’re interested in something more akin to specializations and roles to give more depth to the skill choices you make. Improvements to make combat feel more fluid and impactful. We want it to feel even more fun when you’re fighting! Changing the ship combat meta to embrace stronger piracy gameplay: A shift to a “boarding” combat meta. New incentives for choosing between sinking, pillaging, or outright stealing ships. Potentially adjusting the ship stealing process/claim time. Changes to encourage more fighting on ship decks. Phase 4: World, Claiming, and Tames/Creatures This phase is perhaps the largest section of our new roadmap. As the furthest phase out from right now, it is definitely the most subject to change over time, but we’d still like to share an overview of our current thoughts on these areas of the game. In this phase, we’ll be exploring various subjects such as: The world layout and network. Some of the points we’re currently exploring are a possible combined PvPvE network and different continental world layouts. Factions, which are very early in design right now, but are something that we’re very interested in from both a gameplay and a narrative perspective as a means of giving players across multiple companies shared goals. Adding more MMO-esque elements to the game such as more populated ports/towns, deeper in-game economies, additional storage options, etc. We’ll also be making some significant changes to the claiming system, adjusting how much of a role it has on the world and addressing some of its biggest problems such as “pillar spamming” and "honeycombing". Reducing the importance and role of tames and creatures in the game, as well as polishing other PvE content in the game such as Golden Age locations, boss fights, the Fountain of Youth, etc. We wanted to acknowledge the issues that we’ve identified in the game and outline our plans to address them. It’s important to note that this roadmap is not fully inclusive: we have a lot of other plans, content, and surprises in store for you all. We’ll be sharing more details with you as we go along and you can expect to see a more active presence from our team in regards to acknowledging the current issues with the game and discussing how we plan to address them. We hope that sharing our new roadmap and details on what’s coming soon for ATLAS (and also further down the road) offers a further “glimpse behind the dev curtain” so to speak. Happy Sailing, Grapeshot Games For the latest dispatch on #playATLAS keep yer one good eye trained on this here information Natter n' chatter on Discord: https://discord.gg/playatlas Navigate ye olde Subreddit: https://www.reddit.com/r/playatlas Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame View full article
  5. 1 point
    While attempting to take out a pirate encampment, I found that there was one pirate left, on top of a structure on a ballista. Being unable to attack him with a ranged weapon (they are immune) I was forced to grapple up there to melee him off. As soon as I got up there, he swung the ballista around and trapped me inside of it, I was unable to do anything at all at this point, couldn't move, jump, duck or even use the grapple again, so I was forced to suicide. At which point the game decided to get stuck when I tried to respawn (white screen then black screen for eternity). From experience I know this means it has lost track of my ship and bed, when I restart the game it will spawn me at my base 5 zones away. This happened on the (nw)camp by the sea on the small northwestern island in L4. Edit: I used cheat fly to return to the location but there is no body there and all my gear is lost. Anyway, here is a list of bugs/issues I have encountered during my single player experience. 1) Pirates mounted on guns etc. are immune to ranged attacks, forcing the player to try to melee them off. (which led to the above problem) 2) Pirate camps can spawn multiple times on top of each other. (you capture it and dismantle a wall just to find another in the same place that the game considers pirate owned still, also multiple cannons on the same spot and situations leading to stuck npcs) 3) No structural integrity, If I had tried using explosives to bring the tower down, it would have destroyed the walls and foundations but left the platform floating in air. 4) The game keeps losing track of ships and the beds in them, forcing you to respawn far away or back at your base. (this one has been reported many times) 5) I haven't seen any metal nodes respawn in over 80 hours of playtime. 6) Buried treasure (sp) gives an absurd amount of blueprints and gold. (60+ blueprints up to mythical quality and 2-3k gold for a fine map) 7) trapped creatures in taming pens flicking from one position to another. Discoveries not working in single player. (special locations) I feel that this game has a lot of potential both in sp and multiplayer, though it needs a lot of work both in content and bug removal. I wish you luck for the future and hope the bugs are addressed soon.
  6. 1 point
    Hey Grapeshot, Believe it or not, many of us are still playing ATLAS. It seems like it's been ages since we have heard anything from you. Are you OK ? Do you still have a job ? We miss you and hope your doing OK. On a more serious note have you played Atlas recently ? If you have you may have noticed when you sail, very often your schooners sail under water in light seas. I expect the bow to get spray now and then, but having the entire boat disappear underwater just isn't right. Your last patch was February 6th and surely there are tweaks that are needed and suggestions from players to make game better. Although we have enjoyed the endless 2X harvesting, we also look forward to new content and improvements. On a side note, wouldn't it be great if we could break the hull of sunken treasure ships on those occasions when the hull is buried and there is no access to the treasure chest ? Or maybe ways to challenge claim flags like the good old days, or maybe just have the islands in the Lawless opened up to claiming. So many possibilities. Things like that would be nice, although I'm sure players could suggest a plethora of ides if you were only here to hear them. I do hope your OK and will return soon. We all do miss your Captain's Log and other communications. I hope your new road forward, wasn't a dead end. Your beloved player gumbyc
  7. 1 point
    The trouble for me now is early access, everything seems to be able to be released unfinished now with a never ending licence to take as long as you like developing the base game.I used to think it was a good thing but now i'm not so sure. Early access needs to have precise development guides and set time limits, otherwise it can be used as a never ending excuse to do nothing or do very little to improve a game. Bannerlord 2 is finally out now as early access, and even though it's a great game to charge almost full price for it is plain wrong, especially as it's the players who will be doing the testing and feedback. i'd love a job that pays me for work I might or might not do for two years.
  8. 1 point
    Pretty sure WildGrapeCardShot was the Atlas killler. The best any other game or developer can do is pee on the corpse.
  9. 1 point
  10. 1 point
    Ahoy Pathfinders! Posting this thread in regards to a personal project I am starting. As everyone knows, I have a few ideas for Atlas but am saddened as much as everyone else here about how much we are being ignored lately. I am sure you have also heard ( untrue rumors) that officials might shutdown. In any case, I have been itching to see some of my ideas come to light in game. As such, I am building my own mega-patch/overhaul mod in lieu of the devs implementing new changes. While I cant yet see myself implementing things like factions, I can certainly work towards other goals and QOL concerns we all have. In this thread I will be laying out my goals, balance changes and taking feedback. As I meet each goal I will indicate so with a "" check-mark. Things that aren't possible to change will be strikethroughed. This mod will be focusing on increasing the viability of the game for solo and causal players. Please suggest and changes you see fit, and if I agree they will be added to my list. Land and Claim Changes: Can no longer build above a certain height. All pillar tops will now have metal, gem, crystal, oil, or coal resource spawns, including limited amounts of rare or far away types. Wartime reduced to four hours. All islands now have necessary resources to make ingots, however those wishing to make large amounts of ingots will still have to find a suitable island for this. Reduced counts and aggro range of Cobras and Rattlesnakes, no longer aggressive. Instead, only attacks if stepped on or attacked by another target. Reduced aggro range of Lions, Tigers, and Wolves. Predators will now actively avoid players and tames unless they are hungry, being attacked, responding to allies, or when targets stray to close. Bears now act like Dire Bears from Ark, will now aggro if their personal space is threatened for too long. Boars now have stronger attack, more health, and more stamina. Pirate Fortresses and Dungeons can now be found on certain islands. These feature repeatable encounters with Army of the Dammed, and Wild Pirates. (More Below!) Removed map spawns in undesirable areas. Wild Pirate Encampments will now spawn on unclaimed islands. Mainland Claims: Claims placed on mainland now claim an area similar to a 35 point island. Players will be limited to only build in claimable zones on mainland. This will eliminate greifing and "pillar spam" Golden Age Islands are now PvE, temporary structures can now be built to ease early game progression. Map Changes: Fixed map errors, clipping and removed several "shipkillers" in areas where they don't make sense. Replaced many Lawless Grids with "Mainland" grids. Mainland grids are similar to Blackwood. They feature a large, expansive PvE focused areas. These grids will be flagged PvE, so they are suitable for small groups, as depots for large groups, and as a safe place to log off without free-port decay. However, they are not a place of absolute safety. War can still be declared allowing players who have been wronged or who are diplomatically opposed to claim what is theirs. Mainland areas contain a large number of encounters like Dungeons and Pirate Fortresses. Freeports reworked: Freeport decay increased, tames will now starve faster. Increased number of temperate islands. Decreased number of desert islands. Swamp and temperate islands may now be found in some zones. World now properly stitches, you no longer can travel from the north pole to the south by going north, or the inverse. Tame Changes: I am a firm believer in buffing things to make them less or more relevant. In order to make tames less of a focus, and less of a "problem" I will be implementing changes that make tames better. Added Feats: "Familiarize, Summon Tame, Unsummon Tame" Tames can now be turned into "familiars" allowing them to be summoned and dismissed using a method similar to cryofridges from Ark. However these tames are character bound, and are not lost when killed. When defeated, they will drop their inventory and be un-summonable for ten minutes. Taming Overhaul: All taming is done passively, increasing the value of the "Sneak" tree. Breeding Overhaul: Gestation to Adulthood now takes six hours. Imprinting mechanic disabled, all babies get 100% imprint stats from birth. Stats that can be gained from breeding and mutations capped. Hidden mechanics to guarantee better genetics from birth have been added. Powerstone animals can now be tamed, allowing players to skip most of the breeding stage. Boars, and Wolves buffed significantly. Great Tortugar no longer tamable now gives large amounts of shell. Sea and Ship Changes: Removed cyclones. Added Wild Pirate ships. Removed "dead wind" Added "Ethereal Wind" feat, allowing the ship that cast it to ignore wind for some time. This effect is canceled if the ship casting it preforms and aggressive actions. Resources Placed in Resource Chest are now 2/3rds lighter Cargo Containers now have 100 slots and reduce weight to 1/8th. Speed debuff is maintained. Cargo Sails now reduce the effect of Cargo Containers Ships can now be "bottled" by a player. Like familiarizing tames, this ship becomes bound to the player. If sunk, the ship can be summoned after 48 hours. Bottled ships when sunk will only drop items from containers, but are not harvestable (like Ramshackles) Figureheads removed from Cosmetics shop Figureheads now functional; can be acquired from various sources. Included "Indiaman Ship" Mod as part of this package. Shipyard Bonus level formula reworked. Now every 10%+ equals 1 bonus level. "Armored Banding" item added. When placed in a ships inventory screen it increases the Resistance Stat by some amount. "Light Hull" item added. When placed in a ships inventory screen it increases the ships potential top speed by some amount. Ammobox now explodes if destroyed by canon, fire, or gunfire and not empty. Combat Changes: Bolas now more expensive and last longer. They no longer require low health to trap wilds, tames, or players. Increased projectile size of all guns. Increased damage of swords vs other players Increased Armor durability. Army of the Dammed made significantly weaker to swords, now do significantly less damage vs players. "Whats Yours is Mine" reworked. Once an enemy ship has been put into the "sinking" state, casting this on board will cause all doors and containers to be temporarily unlocked. Progression Changes: Hydra Powerstone Bosses spawn in a predictable area and cant be "cheesed" on boats. Wild Drakes no longer damage boats, but will kill NPCs or players on the boat. Powerstone caves and buildings have had number of aggressive spawns reduced. The Ghost Ship is now summoned by playing a song on the Accordion on a foggy night. Dungeons added to Mainland and various other islands. Challenging fights vs pirates, AOD, or aggressive creatures beguile worthwhile loot. Inventory and Item Changes: Resources now stack significantly higher and are significantly lighter. Food can now be stored in the Icebox. Ice now lasts significantly longer. Tools now last longer Cargo Harness can be worn by the player, reducing the weight of its contents by 1/2. (I I really want a rickshaw, okay?) Added Item "Lumbermill" when an NPC is assigned to this station, it will slowly generate wood. Up to 12 crew can be assigned to this. Only one per company per grid. Added Item "Mine" when an NPC is assigned to this station, it will slowly generate minerals and stone. Up to 12 crew can be assigned to this. Only one per company per grid. Mineral Oil can now be made by combining Oil and Fiber in a Grill or Cooking Pot provided the Chemicals and Tanning skill. Crew Changes: Section removed. Will find ways to implement some of these things: like the compost bin without needing an NPC. Thatcher: assigned to fertilizer bin. Automatically converts poop in the area to fertilizer. Instead, I will Cook: assigned to grill. When given ingredients will cook recipes that the user knows. Recruiter: Allows the player to recruit new crew. Functions like freeport recruiter. Stableman: Automatically breeds tames nearby, pausing the growth timer on birth. Also ensures babies are fed. Fishermen: When given a net or pole, crew will automatically fish nearby waters Woodcutter: Assigned to Lumbermill, passively generates a verity of woods Miner: Assigned to Mine, passively generates a verity of minerals and stones. QOL Changes: Removed _suffer, and other annoying player sounds.
  11. 1 point
    at least they could make a statement about the situation and not leave the community without any information during month and a false roadmap story ;d
  12. 1 point
  13. 1 point
    If Atlas development is delayed by a year...would anyone notice?
  14. 1 point
    AtlasServerUpdateUtility (ASUU) Latest version: v2.1.3 (2020-02-23) - Setup Wizard.. Easily transition your Atlas server to this utility! - Safe to try! Makes no direct changes to your Atlas files (unless Grid Configurator is used), so you can easily switch back to former launcher with ease. Please report bugs to my Discord or forum pages. Thank you! - New! CPU Affinity capability (v2.0.8) - Now with Blackwood map Support! (v1.9.9) - Works with up to 400 grids (20x20). - Works with multiple server / machine / computer systems. - Easy setup! Use Wizard or manually edit config. Imports almost all data from ServerGrid.json & GameServerUser.ini files (if enabled). - Setup Wizard: Use existing server or automatically download and install a new Atlas Dedicated Server. Requires a working map (ServerGrid.json). - Optionally start selected grid servers only. - Send RCON commands/messages to select or all servers. - Use custom command lines PER GRID during server startup. - Event Scheduler: Send RCON commands to All or Local grids or run any file at scheduled times. - Grid Configurator: Add or remove settings in GameUserSettings.ini, Game.ini, Engine.ini, ServerGrid.json across all grids with ease. Also view current grid settings with 1 click per grid. - Back Up: Backs up Atlas save & redis folders and ServerGrid files on a schedule. - Mod Updater: Keeps your mods up-to-date. Includes Discord, In-Game, and Twitch announcements. Restarts servers. - Updater: Automatically keeps server, mods, and itself updated if desired. - Announcements: Announces server updates and/or restarts in game, on Discord and Twitch. - Discord: Announce server status and crashes on any of 3 Discord Webhooks. - KeepServerAlive: Detects server crashes (checks for AtlasGame.exe via PID) and will restart the server. - Crash Watchdog: Monitors RCON response & restarts if crashed. Disables if crashes too many times. - Daily Restarts: User-defined scheduled reboots. - Remote Restart: (restart all grids with announcements) via web browser, including your phone. - Send RCON commands to all servers via web browser, including from your phone. - Run multiple instances of AtlasServerUpdateUtility to manage multiple servers. - Clean Shutdown: Your server(s) safely close via RCON "DoExit". If that fails, Clicks "X" (close) which both force a SaveGame. Also monitors save file to ensure saves started and completed. - Adjustable Startup and Shutdown delays. - Starts Freeport grids first. - Run files (your custom batch files) during any of 7 events, including server updates, mod updates, scheduled restarts, remote restart, when first restart notice is announced. - Duplicate Port Checker: Analyzes your ServerGrid.json for duplicate port entries. - DestroyWildDinos scheduler. Latest Stable Version: http://www.phoenix125.com/share/atlas/AtlasServerUpdateUtility.zip Latest BETA version: http://www.phoenix125.com/share/atlas/AtlasServerUpdateUtilityBeta.zip Previous Versions: http://www.phoenix125.com/share/atlas/atlashistory/ Readme.txt: http://www.phoenix125.com/share/atlas/readme.txt Website: http://www.phoenix125.com/AtlasServerUpdateUtil.html Forum: https://phoenix125.createaforum.com/general-discussion-26/ Source (GitHub): https://github.com/phoenix125/AtlasServerUpdateUtility Images: http://www.phoenix125.com/share/atlas/v1.9.4.png http://www.phoenix125.com/share/atlas/v1.9.4grid.png
  15. 1 point
    That's what I always say. Wee need to be able to play without our bears, or other tames. But because we anyway need to gather and carry a lot of stuff, we need a horse in basic tool skill. So we should be able to obtain one, attach cargo harness and travel through the island and carry our stuff. As for other tools - to became alternative to tames, better quality tools should be same effectiveness as tames. Mythic scythe - gather same amount of fibers that bear do (masterwork then, for example, half as good) etc. There I guess whole world system should be changed. So half-atlas travels should lasts for an hour, or less. - All map size, all grids should be cut at least twice. - Wind should not rotate clockwise and change it's strength from strong to calm and back, but to blow steady average strength (provide us full speed), rarely raise to hurricane (damaging full sails and planks with waves), and rarely drop to calm state. It should blow one direction, and from time to time change, for reasonable angle. - Storm should not be global with hundreds whirlwinds, but to be local dangerous zone like that: So our goal would not be to play pacman with hundreds of tornadoes, but to escape/avoid/survive one deadly zone with just one deadly tornado in center. - There should not be tornado in polar or tundra. Snowstorm there instead. So my idea is to change sailing from boring endless empty time-wasting to short and full of action travels (shorten maps with islands close to eachother - already requires to do some maneuvering between islands. Seaweed zones, random reefs, ship traffic, drifting icebergs, storms avoiding, chasing pirates or running from them, etc. Escorting or delivering missions, trading some stuff, cheaper to buy, in one island, more expensive to sell in to another one. NPS's ports and towns around the world - each grid sould have at least one with local and global quests. with life around... sailing game of my dreams (sigh). Errr... well here is my Brig: As you can see - there is no shootguns, no roof and walls armor. Just regular ship with 4 extra cannons. 10 cannons each side. I fought with it with 4 damned ships at once: two schooners lvl-60 and lvl-54 and two Brigs lvl-56 and lvl-54. Regular maneuver and boardside fight. I took all of them down solo and they were just took 3 planks from me (I replaced em as soon as debuff gone). I also did lvl-56 damned Galleon for quest (again - few leaks and 4 planks). So... in my opinion - the best way to fight damned ships is this. Fighting by Galleon is total torture due to lack of maneuverability and huge time waste for maintenance. And Brig - is fun (of course I have ALL in captaining skill tree I've got 6800+ planks and gunports. Also journeyman sails and 138% damage cannons for Galleon quest). But anyway. I would change all ships system totally. I wrote it before: 26 ships in total 6 clases. No free building on ships, guns in just gunports (with top deck, nose, and stern ports introduced). One piece of sailing equipment for each ship - which contains all masts, cables, ropes, ladders, and sails spots. In loom we choice - which type of sails attach there. And "box" (or "rooms", or whatever) system for ship insides, like crew room, cargo hold, supply block, tames spaces, captain cockpit, armory, etc, and with limited space inside we choice what it will be. Trading ship, battle ship, fast, or big etc. My 26 listed ships are here in this thread. Pictures from another great pirate old game.
  16. 1 point
    If you don't want us to tame. Give us tools that can collect an obscene amount of resources (and maybe just a horse to carry all that resources). Other things: -Make ships cheaper, faster and can carry more. -Get a purpose for the Brig please. -Base defense so good that I still might have a ship when I log on after work. -Longer spoil rates in trough and cheaper crew maintenance on land will keep us at sea more. -The base building mechanics sucks (Can't give a solution, so just thought I'd slide it in here). -We need a snake and shark repellent. Thnx
  17. 1 point
    I don't know if it's been disabled due to all the frame rate issues in party chat. I also want it to work though cos typing on the xbox is a pain in the anus.
  18. 1 point
    Thanks for adding singe player, I can settle whatever island I want, build whatever I want everywhere and set the rates how I want them. Thank you devs BTW: does anyone know what the single player settings option does?
  19. 1 point
    Yeah, when Atlas first launched there were too many people and too few freeports, that is why the expanded them and made more of them. If you have only been playing since after the horrid blackfriday k mart rush at the very beginning... ya would not know that, maybe. lol. I agree as well, one or two larger islands on a freeport grid with ports on opposite sides of an island would be nice that way, when the introduce more AI population there will be room to spread them out and make it feel like a town in the area? psst, and cough, get rid of HEAT wave in the freeport grids too I think MOST players who have ever logged into Atlas has died within the first hour from heatstroke and many don't even know what killed them since they don't know about it... heh.
  20. 1 point
    Not a fan of teleporting materials either your own or in an auction house, especialy in a seafairing / pirate game. Having them visable at other banks / auction houses however I would support. The single island freeport would be good, the 4 islands might be for when large in-rush of people happens to keep them out of render range of each other. So we might need to wait until after launch for that.
  21. 1 point
    I agree, one larger island in the freeports with maybe four ports at the cardinal directions, a central city/town where there could be vendors and maybe a Bank(company storage) that mats and gold can be put, and then retrieved at another freeport.
  22. 1 point
    I think this is a great idea. Brings more people together, allowing for social interaction for making new friends, joining new companies or possibly making new enemies. Lol
  23. 1 point
    Yeah... that's all I needed for now. I'll eventually get it to 3x3, but anything more is unlikely to be hosted on same computer. (Edit: This was obviously an outdated post and I've heard of 7x7 servers on same machine!) (Update: ASUU now supports up to 20x20 (400) grids)
  24. 1 point
    Game wikis are generally built from the ground up by players themselves. You should expect them to be incomplete. You should also consider editing them to add the information you found.
  25. 1 point
    3.9 Map Generated I have uploaded my own map (3x3) for you so you can use it as you want but i recommand you to do your own since there're some error in this map. My own map : https://www.fichier-rar.fr/2019/01/26/map-3x3-by-zoro/map-3x3-by-zoro.rar 4. Servers Configuration 4.1 Configuration files and map Extract my own map in A:\AtlasServer\ShooterGame then extract the rar Saved (you can find it at the start of this tutorial) in A:\AtlasServer\ShooterGame\Saved . Note : All the config files in the saved directory is from my own server, so you will have to modify it, specially the Game.ini and the GameUserSettings.ini for EACH server. Be carefull, the server A2 is the Freeport on my map, so the Game.ini is not the same as the other. Also the GameUserSettings.ini is different for each server (the RCON Port and the server name change) 4.2 Redis You will need to change the redis password. To do it, go to the file A:\AtlasServer\AtlasTools\RedisDatabase\redis.conf and search requirepass : http://prntscr.com/mckfrq and put the same password you did in the 3. Map Creation -> 3.1 Project Creation -> New Database Settings. You can also find the password in the file A:\AtlasServer\ShooterGame\ServerGrid.ServerOnly.json at the bottom. Note : There's a know bug where the password reset to the default password sometimes, so think about that if you have an error when launching Redis. 5.Launcher Configuration There we go, now we will create all the script you need to run the server. 5.1 Start and Stop First, you will create a folder named Servers in A:\Launcher then you will create a file Servers.csv in this folder and put this code in it https://pastebin.com/x2BHSxFS. So your file must be in A:\Launcher\Servers\Servers.csv. This list will be used to start all the server and broadcast a message to all server with McRCON. Now you will create a file called start_all_servers.ps1 in A:\Launcher\Servers and put this code in it : https://pastebin.com/JTqvV98u You will need to modify the IP by your public IP at the beginning of the script : $IP="XXX.XXX.XXX.XXX". You can also remove/add/modify this script to your need, like adding parameters to the start command etc. Now you will create a file called stop_all_servers.ps1 in A:\Launcher\Servers and put this code in it : https://pastebin.com/iCkeKm99 This code simply close all processus called ShooterGameServer. So becarefull with this script if you also run an ARK server on the same server because the name is the same. 5.2 RCON Create a folder named RCON in A:\Launcher then create a file named broadcast_all_servers.ps1 in A:\Launcher\RCON and put this code in it : https://pastebin.com/TpGg9DRD Note : You need to specify your public IP and the RCON password, it's the same password used in GameUserSettings.ini : ServerAdminPassword=12345 Download this application https://sourceforge.net/projects/mcrcon/files/latest/download and extract only the mcrcon.exe in A:\McRCON . This tool is used to broadcast a message on a server with the RCON protocol. 5.3 Update Create a folder named CRON in A:\Logs . Now you will create a file called Cron_Update.ps1 in A:\Launcher and put this code in it : https://pastebin.com/4cFNiZL8 In this script, i have implemented a RCON broadcast message system to all server. The script will do the following step in the right order : Create a new log file Checking if there's an update for the game If there's an update the script will update the game else the script stop here If there's an update, the script will start to broadcast a RCON message to all servers to alert people that the server will restart in 10 minutes 5 minutes before the restart -> another RCON message 1 minute before the restart -> another RCON message The script call the other script A:\Launcher\Servers\stop_all_servers.ps1 to stop all servers The script call the other script A:\Launcher\Servers\start_all_servers.ps1 to start all servers At each step there're logs written in the A:\Logs\CRON\$($Date)_Update_Log.txt file. 5.4 Save Now we will create a script that will save the important files (specially the save of the game). Create a file called Saved.ps1 in A:\Launcher and put this code in it : https://pastebin.com/80BFH55s This script is documented so you can understand it it's not that hard. 6. Windows CRON Configuration Now we will add 2 tasks in the Task Manager in Windows. This task will be executed automatically by Windows at X hours. 6.1 CRON Update Search in Windows Task Manager and open it. Now do a Right Click on it then Create a new task : http://prntscr.com/mcjq7d General : Name : Check_Update Don't touch to others fields Triggers (hope the transalation is good cause my server is in french ) it's the second tab anyway : Click on New a the bottom then try to do the same as in this screenshot : http://prntscr.com/mcjrrr for the start date just let the today date. For the hours of the strat date, put the hours you want but put at 30 minutes so the script will start every hour at X hour and 30minutes (it's very important) Click OK. Actions : Click on New a the bottom then : Action : Start a program Programme/Script : powershell.exe Add arguments : A:\Launcher\Cron_Update.ps1 Then click OK to validate the task and you should see it in the list now. To resume, this task will execute the script A:\Launcher\Cron_Update.ps1 with the program powershell.exe every hour indefinitely. 6.2 CRON Save Create a new task like you did just before. General : Name : Saved_Atlas Don't touch to others fields Triggers : Click on New a the bottom then try to do the same as in this screenshot : http://prntscr.com/mcjz4m For the hour of start put the hours you want but put at 15 minutes so the script will start every 30 minutes at X hours and 15 minutes and X hours and 45 minutes. (it's very important) Click OK. Actions : Click on New a the bottom then : Action : Start a program Programme/Script : powershell.exe Add arguments : A:\Launcher\Saved.ps1 To explain you why i told you it was very important to put the minutes at 30 for the CRON Update task and at 15 minutes for the CRON Save task, it's because both tasks WON'T BE EXECUTED AT THE SAME TIME, so it won't overload the processor. 7. Windows Firewall Configuration I know most of you don't like this part, but it's so easy you won't believe it. To resume, we will create 2 rules one in UDP and the other in TCP and we will let the program (the server) handle it. First, search in Windows Firewall and open it. Now, at the right, click on New rule : Select Program Select the second option and put : A:\AtlasServer\ShooterGame\Binaries\Win64\ShooterGameServer.exe Select Allow the connection Check only Private and Public Name : AtlasGame Validate OK Now, Edit the rule and go to the tab Protocols and ports : Type of protocol : Select TCP Click OK. Add a New rule : Select Program Select the second option and put : A:\AtlasServer\ShooterGame\Binaries\Win64\ShooterGameServer.exe Select Allow the connection Check only Private and Public Name : AtlasGame Validate OK Now, Edit the rule and go to the tab Protocols and ports : Type of protocol : Select UDP That's all you need to do about the firewall. Note : If you plan to buy the same server like i have from OVH (https://www.ovh.com/fr/serveurs_dedies/game/1901mc03.xml) you will need to disable the Firewall Game in the OVH interface -> IP -> Click on the 3 dots at the right -> Configure the game firewall -> Disable the game firewall 8. Bonus 8.1 Create a custom RCON message We will create a script that will allow you to broadcast a custom message to all servers, can be usefull for various reason. Create a directory Manual in A:\Launcher. Create a file named Custom_RCON_Message.ps1 in A:\Launcher\Manual and put this code in it : https://pastebin.com/puPCW86K Each time you want to use it, change the message in it and do a Right Click on the file then Execute with Powershell and the script will broadcast your message to all your servers. 9. Run the server First you will need to run Redis, to do it run the file A:\AtlasServer\AtlasTools\RedisDatabase\redis-server_start.bat. Redis must always be running before you start your servers. Then you can run your servers with the script A:\Launcher\Servers\start_all_servers.ps1. Now you have a server that will check for update/do the update and restart the server if needed and all that will be done automatically. I'm running an Atlas Server since 1 month and to be honest the servers crashed only 2 times, so it's more than acceptable. (compared to ARK at the beginning ) They also make a lot of server optimisations, I have gain around 30% less usage for my CPU and around 10% for the RAM usage. This tutorial is over, i hope you will successfully configure your dedicated server and of course if you have any questions ask below and i will try to answer if i can. I will probably modify it a lot in the next hours/days so don't hesitate to re-check it. Sorry if my english isn't the best but i'm . Thanks to my friend Neko who helped me to configure Windows and the Windows Firewall .